<The president has been kidnapped by ninjas. Are you a bad enough dude to rescue the president?>
  • Emulator used: < FCEUX 2.0.2 >
  • Aims for fastest time
  • Takes damage to save time

Comments

I'm happy to present my first submission to TASvideos. I began work on this run in mid-July. Using TheAxeMan's test run as a reference, I completed what I considered a fairly optimized run by the beginning of August with a time of 13:49. I chose not to submit that run because I knew by the end that I could make it much better. Due to a joyous semester of college, the final production was delayed for quite a while. Most of the final version was constructed in December.

Damage:

  • Ground Attacks: 0.5
  • Air Kick/Spin Kick/Weapons: 1
  • Dragon Punch: 1.5
The nunchuck reaches further than the dagger and thus is used throughout the run. Some bosses actually have a fraction of a hit point.

Movement:

During any scrolling portion, if connected with the ground, the screen will take some time to scroll before allowing you to do anything else. This is why jumping through the air is fastest.
A couple jump glitches were used to move faster. The first portion of the run uses jump - jump - glitch rejump spin kick. In the middle of the run I discovered jump - jump - glitch high jump which I found to be very slightly faster, and it was used for the remainder of the run. These are faster because they cancel some landing lag. The glitch jumps are used as close as possible to the ground for maximum distance.
  • Jumping (moving up) - 4 Units/3 Frames
  • Jumping (moving down) - 7 Units/5 Frames
  • High Jumping - 4 Units/3 Frames
  • Spin Kicking - 4 Units/3 Frames
  • Glitchwalking - 6 Units/2 Frames
Memory Addresses Monitored:
  • X position - 00A4
  • Y position - 00A2, 02A4

Glitches:

Glitchwalking - in any nonscrolling section, alternating between pressing a direction and releasing it every other frame will allow you to move much faster than any other form of movement. On the frame in between you can crouch, reverse crouch, or look upwards.
Jumping the exact frame you land out of any jump into the same jump causes some interesting effects.
  • High Jump - High Jump (holding up): Upon releasing up you will rejump, and can kick or spin kick.
  • Jump - Jump: During any jump following another, you can initiate a spin kick, or a high jump.
  • Spin Kick - Spin Kick: During the second spin kick, once a direction is released you will rejump into an air kick.
  • Air Kick - Air Kick: Moving during the second air kick will cause you to rejump into a spin kick.

Obscene amount of rerecords:

I did legitimately use over 50k rerecords. My first run used over 20k. I did not use rerecords efficiently at all. I do think the nature of this game requires a substantial amount of rerecords. I sometimes used 10 or more rerecords to check the first frame I could reach and hit something. I used many rerecords in the scrolling stages to find entertaining results. I also often tested actions in real time to find out how enemies reacted. I think I used my time well, but as a result I went through rerecords very quickly and inefficiently.

Stage by stage comments:

Intro

The run is reset at the start which bypasses a couple of introduction screens. Blade and Striker function exactly the same. Holding down random buttons during load times sometimes makes them a couple frames faster.

Stage 1

At the time of finishing this level, I had thought this was almost perfect. I later learned it could be improved by a few frames with the use of jump - jump -> high jump. I also was unaware that I could glitchwalk with a dragon punch charging, but I think that would only save a couple frames. I estimate I could save about 20-30 frames in this level.

Stage 2

I worked hard to make the scrolling stage worth watching. The two scrolling stages probably accounted for more than half the time I spent on this run. I lost 17 frames compared to my test run throughout the course of this level due to lag and/or scrolling issues. This was the only portion of the run where frames were lost.

Stage 3

The use of jump - jump -> high jump could've probably saved 30 frames or so throughout this level. I was highly satisfied with the final result of the boss fight after extremely numerous tries. I saved over 5 seconds during the boss fight as compared to my previous run.

Stage 4

Manipulating enemies becomes extremely important when approaching the stopping portions. Many enemies spawn only after another enemy dies, and sometimes extra enemies spawn if it is killed to early. I have to be somewhat towards the center of the screen for scrolling down to begin. The last portion of the level is as optimal as I could get it. There is probably a better method to be discovered though.

Stage 5

I personally think the result of this level was better than stage 2. I actually gained 3 frames throughout the scrolling over my test run.

Stage 6

I should not have taken damage from the small white ninja at the beginning, this cost me 5-10 frames towards the end of the level in order to not die. The rest of the level went well. Boss 6 will have to remain a mystery.

Stage 7

I really was satisfied with the final result of this level. There is little that I could have done better. The weird occurrence at the end of the level happens simply by holding right during the cutscene. It is very easy to freeze the game while it is occurring. TheAxeMan demonstrated the method used in killing the final boss in his test run.

Conclusion

I tried my best to make my first submission a highly optimized and entertaining movie. I put forth an extensive effort to optimize everything that came up. The only time I didn't fix something was when it required me to go back and redo over a minute of gameplay, and that is where most of the known improvements come from. Stages 4, 6, and 7 required an extensive amount of enemy manipulation, and I think I was able to produce highly optimal results.
I would estimate that there is anywhere between 5 and 15 seconds of improvement that can be found. I don't see myself reproducing this run on my own any time soon. If anyone is looking to improve this, I would be glad to help.
I'm also looking for suggestions on what to work on next. =)
  • Suggested Screenshot - 919 - By the front of the semi.

adelikat: Well, this game choice is a bit problematic due to its long auto-scrollers with limited choices for "entertaining the audience". In addition it is a fighting game, which can be a problematic genre in general. However, it entertained me enough, and I have a personal fondness for the game, so I am accepting it for publication.
I'M BAD!
ShinyDoofy: Processing...


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15587
Location: 127.0.0.1
This topic is for the purpose of discussing #2161: Kirkq's NES Bad Dudes in 13:25.36
Joined: 10/3/2005
Posts: 1332
Awesome. I forgot about that thing that happens at the end. I definitely enjoyed it and there are no glaring errors... I suppose someone should try to hex in any known improvements, but it's publishable in either case, IMO. 7.8|?
Joined: 8/3/2008
Posts: 157
Location: The Land Down Under
I've just watched it and it seemed very optimised to me (apart from the jump-jump-high jump thing) but not knowing the game very well i just gave it an entertainment rating, of 8 Loved the end scene where the main character is killed but miraculously comes back to life :P
honorableJay
He/Him
Joined: 8/18/2008
Posts: 104
Location: Albany, NY
maybe someone should've warned the ninjas that the Bad Dude was replaced at the last minute by a rabbit in disguise :) the dancing scene an final fight were my fav parts
Joined: 4/3/2005
Posts: 575
Location: Spain
Despite the author trying hard to make the video funny, the auto-scrolling parts that plague this game make it quite boring to watch, and the palette is awful.
No.
Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
I did a check on level 1 just to see how much time I really did lose. I could gain 6 frames jumping through the level. In level 3 I think I could've saved about 20. I don't believe the mistakes I made account for more than a second of time lost.
Ambassador, Experienced player (709)
Joined: 7/17/2004
Posts: 985
Location: The FLOATING CASTLE
You're bad! This is great, I was hoping someone would do this sometime.
Active player (293)
Joined: 12/16/2008
Posts: 458
Location: Houston
Boring game but very nicely done. It's a shame it doesn't have co-op.
Joined: 7/24/2007
Posts: 74
I don't understand why entertainment to the general audience is such a big deal. The fact is, no one visiting this site is going to randomly stumble upon the Bad Dudes TAS (or whatever other crappy game). The only people who are going to find it are the people who already care about the game, and it's entertaining to them.
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
scaryice wrote:
I don't understand why entertainment to the general audience is such a big deal. The fact is, no one visiting this site is going to randomly stumble upon the Bad Dudes TAS (or whatever other crappy game). The only people who are going to find it are the people who already care about the game, and it's entertaining to them.
Well said. The idea of accepting *any* game (even if it's "boring") has been proposed a hundred times already, but unfortunately the people with power on this site don't care about it. They rather have 4 or 5 movies of Super Metroid (which all look the same for those who aren't obsessed about the game) than an original and different movie of a game the judges have never played before.
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Joined: 7/2/2007
Posts: 3960
Is this movie in any danger of cancellation because of a lack of entertainment? The ratings look pretty solid to me. In any case, mz, you act as if there's an either/or here. It's not like those Super Metroid runs are interfering with publishing other runs (Well, excepting in how every time a new kind ofSuper Metroid run comes up, we all get into a huge argument over whether or not it should be published and waste a lot of everyone's time). There is plenty of room on this site for original and different movies. Generally when a movie gets cancelled, it's for one of these three reasons: * The author is working on an improvement * The author isn't working on an improvement despite glaring flaws in the gameplay (these tend to be from inexperienced TASers who didn't share WIPs before submitting) * The game is so bad it's gone past So Bad It's Good and into So Bad It's Horrible. Generally when these come up the author didn't seriously expect to get published anyway.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Editor, Expert player (2479)
Joined: 4/8/2005
Posts: 1573
Location: Gone for a year, just for varietyyyyyyyyy!!
The dancing was neat and the ending was exactly the kind of surprise I expect to see in a good TAS, very funny. I hope this gets accepted for publication. Good job, Kirkq!
Joined: 1/22/2008
Posts: 319
Location: Brasil
good technique
Run..Run...Run.....
Player (210)
Joined: 7/7/2006
Posts: 798
Location: US
scaryice wrote:
I don't understand why entertainment to the general audience is such a big deal. The fact is, no one visiting this site is going to randomly stumble upon the Bad Dudes TAS (or whatever other crappy game). The only people who are going to find it are the people who already care about the game, and it's entertaining to them.
First of all Bad Dudes is an amazing game (lol). I would hope that anyone who has played this game would find it enjoyable, and that anyone who hasn't would at least be somewhat impressed by the tool-assisted manipulation and precision. As an added bonus anyone who has heard of the intro to this game can now satisfy their curiosity by watching a playthrough, with the perk of it being tool-assisted. With regard to entertainment value: I was recently looking into TASing Die Hard just because of how ridiculous that game is. I found out the fastest way to beat the game would be to go up and down stairs for 5-10 minutes to quickly pass time followed by quickly shooting 40 crooks in the final room for about 2 minutes. Upon discovering the fastest method I came to the conclusion that traversing stairs for ~80% of the run makes it a terrible run. Unless someone can find a way to glitch into the final floor, Die Hard is not worth watching. Not even someone who played the game for 500 hours as a child would ever want to watch that run. (I did manage to do a damage assisted zip that could possibly glitch me into the final room, but there is no way down to the 30th floor without traversing stairs for 5-10 minutes.) I would hope this would be a good personal citation of why entertainment matters. Also, I made this post unnecessarily long.
Player (121)
Joined: 2/11/2007
Posts: 1522
I liked it a lot. Not the most spectacular run but it was short and appeared will-executed. Do Die Hard anyways :)
I make a comic with no image files and you should read it. While there is a lower class, I am in it, and while there is a criminal element I am of it, and while there is a soul in prison, I am not free. -Eugene Debs
Joined: 12/10/2007
Posts: 260
Location: Oregon
I liked the run a lot, good job. The constant jumping was kind of annoying but other than that a good solid run.
Skilled player (1416)
Joined: 10/27/2004
Posts: 1978
Location: Making an escape
Well, that was a fun little watch. What sealed the deal was level 2, going straight from He-man to Daniel Laruso. This is one bad movie. If I had a stamp of approval, I'd give this it.
A hundred years from now, they will gaze upon my work and marvel at my skills but never know my name. And that will be good enough for me.
Joined: 12/20/2004
Posts: 226
I think this run deserves a high entertainment rating simply because you managed to make this game look like a fast-paced action game with solid collision detection, even though that couldn't be farther from the truth. Also, I laughed when you were playing around the enemies in the train level, something I haven't experience watching a TAS for a while.
Joined: 12/10/2007
Posts: 260
Location: Oregon
Active player (328)
Joined: 2/23/2005
Posts: 786
I liked it. Dancing to the music and messing around in the autoscrolling stages was surprisingly entertaining. The boss fights were also very good.
Skilled player (1099)
Joined: 8/26/2006
Posts: 1139
Location: United Kingdom
I totally didn't realise that I own this game. I got half-way through the first level and was like "Hey, I recognise this!" My copy of this game is called 'Dragon-Ninja' the E version (upon closer inspection of the cart it is actually Bad Dudes vs. Dragon-Ninja, something I've never noticed before). Anyways, cool to see that this got TASed. The autoscrollers weren't so good, but the ending was absolutely hilarious __ -----> \o/ Good stuff, favourable ratings from me.
XIF
Joined: 2/7/2006
Posts: 58
what the heck this isn't Melee. great job not practicing your falco and making this kirk. .00001/10
<3 time attacks
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15587
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [1244] NES Bad Dudes by Kirkq in 13:25.36